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CI: Split setup, linter and build in separate steps
Make sphinx-build treat warnings as errors. (And fix last remaining warning missed in #3795.)
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20
.github/workflows/ci.yml
vendored
20
.github/workflows/ci.yml
vendored
@@ -8,16 +8,20 @@ jobs:
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- name: Checkout
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uses: actions/checkout@v2
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- name: Lint and build documentation
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- name: Install dependencies
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run: |
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# Install tools used by `_tools/format.sh`.
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sudo apt-get update -qq
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sudo apt-get install -qq dos2unix recode
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# Append the `PATH` so we can run `codespell`.
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export PATH="$HOME/.local/bin:$PATH"
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pip3 install -r requirements.txt
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pip3 install codespell
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sudo apt-get -qq update
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sudo apt-get -qq install dos2unix recode
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sudo pip3 install -r requirements.txt
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sudo pip3 install codespell
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- name: Linter checks
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run: |
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bash _tools/format.sh
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codespell -I _tools/codespell-ignore.txt {about,community,development,getting_started,tutorials}/**/*.rst
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- name: Sphinx build
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run: |
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# Use dummy builder to improve performance.
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sphinx-build --color -b dummy -d _build/doctrees . _build/html
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sphinx-build --color -b dummy -d _build/doctrees -W . _build/html
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@@ -249,7 +249,7 @@ or a city; explore its limitations when designing your game.
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Using prototype textures
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------------------------
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Godot's :ref:`doc_spatial_material` supports *triplanar mapping*, which can be
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Godot's :ref:`doc_standard_material_3d` supports *triplanar mapping*, which can be
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used to automatically apply a texture to arbitrary objects without distortion.
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This is handy when using CSG as Godot doesn't support editing UV maps on CSG
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nodes yet. Triplanar mapping is relatively slow, which usually restricts its
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